Backgrounds
Allies: Your Allies are people who help and support you - they could be family, friends,
or even an organization to which you are friendly. Allies have their own lives to live, so
they are not at your beck and call, but they often have influence in the community and
access to Contacts or Resources. An Ally is ultimately a person whom you have befriended,
and who protects and aids you out of love or common interest.
For each point of Allies that you have, consider yourself to have one Ally. This
individual is a person of influence in the area where they live. An Ally could be a police
sergeant, an advisor to the mayor, or even (if your rating is 4 or 5) the mayor themself.
Allies are generally very trustworthy and loyal. However, it requires time and energy to
maintain the alliance, for the friends expect reciprocal aid from the character. Though
they likely do not know you are a werewolf, they may know of some of your powers and thus
may come to you for favors. This is often a means by which a story can begin.
One Ally, of moderate influence and power
Two Allies, both of them of moderate power.
Three Allies, one of them quite influential.
Four Allies, one of them very influential.
Five Allies, one of them extremely influential.
Contacts: You know people from many different walks
of life; together, these disparate persons form a network of information and help that may
well prove useful.
Your Contacts are not only the people you can manipulate or bribe to get information, but
friends whom you can trust implicitly (Major Contacts) to provide you with accurate
information (in the areas of expertise). You should describe your Major Contacts as
complete characters, either as the chronicle progresses or beforehand. You also have a
number of Minor Contacts spread through the area. When you wish to get in touch with a
Minor Contact, make a roll using Contacts rating (difficulty 7). Each success means you
have successfully located one of your Minor Contacts; of course, you will need to bribe or
charm them into giving you the needed information.
One Major Contact
Two Major Contacts
Three Major Contacts
Four Major Contacts
Five Major Contacts
Fetish: You possess a spirit fetish, a physical
object with a spirit bound into it. It is a highly valuable object, full od great
significance to the Garou, and has a number of powers granted by the invested spirit. The
greater your score in this Background, the more valuable the fetish. See sample fetishes.
You possess one Level 1 fetish.
You possess one Level 2 fetish or two Level 1 fetishes.
You possess one or more fetishes with a total of three levels.
You possess one or more fetishes with a total of four levels.
You possess one or more fetishes with a total of five
levels.
Kinfolk: You are in contact with certain humans or
wolves who, while descended from the Garou, did not receive the "gene" and so
for all practical purposes are normal members of their species. They are immune to
Delirium, however, and know of your origin; they are willing to help you however they can,
though most are not in positions of power (those people are instead considered Allies).
Networks of Kinfolk can be invaluable for Garou who wish to deal with the human world but
cannot risk frenzy.
2 Kinfolk
5 Kinfolk
10 Kinfolk
20 Kinfolk
50 Kinfolk
Mentor: This Trait describes one or more elders who
look after you. Each rating point of Mentor you possess quantifies how powerful your
Mentor is within the tribe, and what Rank he or she has obtained. Your Mentor can advise
you, protect you, speak for you to other elders, teach you, warn you of a potential faux
pas, and inform you of opportunities for power and advancement. A powerful Mentor might
not be a single person, but a group. Thus, a pack could be a collective Mentor, as could
the ruling council of a sept.
Mentors may expect to receive something in return for the aid they provide. Though they
may simply enjoy the company of the character, in times of need they may call upon their
"apprentice." This is a good way to begin a number of excellent stories. In
general, however, you do receive more than you give.
Mentor is Rank 2.
Mentor is Rank 3.
Mentor is Rank 4.
Mentor is Rank 5.
Mentor is Rank 6 (or even higher!).
Past Life: Garou have a much better grasp of their
ancestral memory than humans do; many werewolves can actually remember scenes from the
lives of their distant forebears. Some Garou can even allow the spirits of their ancestors
to take over their bodies. Such a surrogate consciousness may well be capable of
performing feats of skill that the "host" themself could not.
A Garou with this Background may, once per game session, roll his Past Life Background
(difficulty 8, or 10 if trying to contact the spirit of a specific ancestor). Each success
allows the character to add one die to the Dice Pool of any Ability, or create a Dice Pool
(of one die per success) for an Ability that the character does not even possess. Thus, a
Garou with a Past Life of 4 s in a desperate battle; he is no great shakes as a warrior
(Dex 2, Brawl 1), but rolls his Past Life rating (difficulty 8) and scores three
successes. He has just contacted his ancestor, the mighty chieftain Fleshripper, who
guides his claws in battle, effectively adding three to his Brawl score. Even if the
character had no Brawling Talent whatsoever, he would now have an effective score of 3.
As heretofore noted, it is more difficult to contact a specific ancestors, but successful
contact may provide precognitive visions or advice at the discretion of the Storyteller.
All effects of the Past Life bonus last for one scene only.
A botch on the Past Life roll may indicate that the character becomes overwhelmed by the
memories of thousands of lives (effectively rendering the character catatonic for the
remainder of the scene) or, worse yet, may mean that the character is possessed by the
spirit of an ancestor who subsequently refuses to relinquish the body. The ancestor will
stay for a length of time dependent on the Storyteller's whim.
You get hazy flashes of scenes from the distant past.
A few faces and places stand out in your mind.
You know some of your distant ancestors by name.
You regularly have conversations with your ancestors as if they
were in the room.
You have gained repute among the ancestor spirits; they
often come to you.
Pure Breed: This Background determines your
"pedigree" - your lineage and ancestry, your markings and carriage, and other
features of birth. Garou with high scores in Pure Breed are revered by other Garou as the
heroes of old come to life - and they are expected to act like it. The higher your Pure
Breed score, the more likely it is that you will be able to traverse the territory of
other Garou unmolested or gain hospitality from a foreign tribe. It is the closest thing
to status that Garou possess - Each point of Pure Breed adds an extra die to Social or
challenge rolls involving other Garou (even Black Spiral Dancers!). Pure Breed is a semi
mystical trait - eons of instinct tell other Garou who is Pure Bred and who isn't. In the
present age, there are very few Pure Bred Garou left in the world.
In addition to the normal advantages of being a Pure Breed, Garou expect those who are
pure of blood to "act as one of their lineage." Tribes expect more from those
who are pure of blood, and they frown upon those who do not accept their heritage.
You carry yourself well.
Your distant cousin in the distant past was the sidekick of a great Garou
warrior.
Other Garou part to allow you passage.
The bards of your sept blessed your birth as a sign from the
spirits.
You are the spitting image of the great heroes of yore.
Resources: This Trait describes your financial
resources or access to such resources. Your Resources are not completely liquid assets,
but you can often sell them to gain money. It may take weeks or even months to do so,
depending on how much needs to be sold.
This Trait assumes that the character gains a basic allowance each month appropriate to
the level of Resources. The source of this income must be detailed, however, as it could
easily "dry up" depending on the circumstances of the chronicle.
Small savings: You have an apartment and perhaps a motorcycle. If liquidated, you
would have $1000 in cash. Allowance of $500 a month.
Middle class: You have an apartment or condominium. If liquidated, you would
have $8,000 in cash. Allowance of $1200 a month.
Large savings: You own a house (or at least have some equity). If
liquidated, you would have $50,000 in cash. Allowance of $3000 a month.
Well off: You own a large house, or perhaps a dilapidated country
manor. If liquidated you would have $500,000 in cash. Allowance of $9000 a month.
Fantastically rich: You are easily a millionaire many times
over. If liquidated, you would have at least $500,000,000 in cash. Allowance of $30,000 a
month.
Rites: This Trait describes how many Rites the
character knows at the beginning of the game. this rating may represent one big one or a
number of lesser ones whose total levels equal the Rites rating; remember, however, that a
character needs a Rituals Knowledge rating at least equal to the level of a given rite in
order to learn it at all. Note: Two Minor Rites can be purchased in place of one Level One
rite. See Rites for some examples.
Character knows one level of rites.
Character knows two levels of rites.
Character knows three levels of rites.
Character knows four levels of rites.
Character knows five levels of rites.
Totem: This Trait does not apply directly to
the character, but to the totem of the pack. In fact, the Background points invested in
this Trait by all characters in the pack are added together to determine the power of the
pack totem. Pack totems are avatars of the totem they represent. They cannot be destroyed
or bound into fetishes unless a pack is disbanded, although if they are reduced to zero
Power, they will Reform elsewhere; during this convalescence, they may not be contacted by
pack members.
Each totem has a Background Cost rating; the pack must spend that amount to ally with that
totem. Some totems are willing to lend great powers to their devotees; these totems cost
more than others. See Pack Totems, for a list of possible totems. The base totem spirit
has seven points to divide among Rage, Willpower and Gnosis, and a base Power of 20. The
totem also has the Charms of Airt Sense and Reform. Unless a special relationship is
purchased (see below), the totem is somewhat aloof from the pack and is of minor influence
within the community of spirits. Some pack totems, however, have become the totems of
whole septs or even tribes; stories of such occurrences are common fare of the Galliards.
Totems lend special powers to the pack members, such as Gifts or Abilities. However, these
power may only be used by one pack member at a time (per turn). Each turn, the pack member
"borrowing" the powers must declare upon whom he endows them next turn (or if he
still keeps them). The exception is Renown, which is awarded to all pack members when they
ally with the totem.
Any extra points spent (after the totem's Background Cost has been spent) can be added to
the totem's powers as listed below:
Cost Power
1 Per three points to spend on Willpower, Rage and/or Gnosis
1 Per 10 points of Power
1 Totem can speak to the pack (the pack does not require the Spirit Speech Gift)
1 Totem can always find the pack members
2 Totem is nearly always with the pack members
2 Totem is respected by other spirits
2 Per Charm possessed
3 Per Extra pack member who can use the totem's powers in the same turn
4 Totem is mystically connected to all pack members, allowing communication among them at
great distances (Storyteller's discretion)
5 Totem is feared by agents of the Wyrm
The totem Trait is the only Background that can be increased through experience; the cost
is per the chart above. However, the Storyteller should only allow this in special
situations, and only if the pack in some way gains a new insight or connection to their
totem during play. Such a special situation could be when a pack member gains a new Rank,
or a new member joins the pack.
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